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I have a cylindric shaped mesh with two faces that has been extruded into the cylinder. I am using subsurf and the extruded part is naturally curved due to the subsurf. I need the extruded part to be almost 100% cubic and not curved. I know i am probably doing this wrong but right now i dont know any other way. Creasing doesnt give a decent result so that is out of the question. Model it another way? Interesting but how? Or maybe there is a solution to my problem?

I have added a screenshot to ilustrate.

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  • $\begingroup$ Hello :). What exactly do you mean by "creasing doesn't give a decent result"? It seems to work great on my end. $\endgroup$ Jun 5 '20 at 21:00
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    $\begingroup$ The mesh in the ilustration is not the same mesh as i am doing this on. That mesh has diferent topology. I reckoned that a posible solution to my question would remove the issue anyway. Sorry for not being precise in the information given. $\endgroup$ Jun 5 '20 at 21:10
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This kind of topology will work fine for a 16 vertex cylinder, a bit more complicated for a 12 vertex cylinder:

enter image description here

There's a trick to avoid pinching with the Shrinkwrap modifier:

Create a cylinder at the exact same place and with the exact same diameter. Hide it.

enter image description here

On your original cylinder, create a vertex group around the square hole.

enter image description here

Give your cylinder a Shrinkwrap modifier with the hidden cylinder as Target and Vertex Group > Choose the group you've created.

enter image description here

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  • $\begingroup$ Yeah that looks like a good solution. Only i dont know how you made that. And how can i do that without mirror? $\endgroup$ Jun 5 '20 at 21:02
  • $\begingroup$ ok I've edited, you need to begin with a bevel, then join some vertices and dissolve edges $\endgroup$
    – moonboots
    Jun 5 '20 at 21:18
  • $\begingroup$ This is a good solution. It didnt make the are completely square like i wished, but it is so close..... $\endgroup$ Jun 5 '20 at 21:41
  • $\begingroup$ Then you need to begin with more vertices, like a 32 vertex cylinder $\endgroup$
    – moonboots
    Jun 6 '20 at 5:26
  • $\begingroup$ I tried that too, it doesnt get completely squared but its close. $\endgroup$ Jun 6 '20 at 9:42
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You can use loopcuts on the part of the cylinder extruded inwards, and it will sharpen the side the closer you move the cut to each side. Ctrl+L to add a loop cut to a side in edit mode.

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  • $\begingroup$ Using edgeloops like you say only makes the loops follow the shape that the subsurf provides. It does not make the area squared,,, $\endgroup$ Jun 5 '20 at 21:15

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